iOS Design Guidelines
Read these three articles to learn more about iOS design guidelines:
Human Interface Guidelines (Apple Developer)
“As long as it is not stated otherwise (by appending „px“ to a value), this guide always refers to points when it comes to specific dimensions. If you need the value in pixels, just multiply by 2 for Retina screens or by 3 for Retina HD screens.”
After the first Swift class, I finally understand the concept of Points and Pixels, which helped me greatly when reading about iPhone interface designing.
I personally think the design guidelines are great, but it is hard for small enterprises to actually follow all or even some of them. The fact is, it is very time and budget consuming to design a great user interface with great user experiences.
For the most part, companies would skip the minor detail and just focus on the app content itself, resulting in a functional app with no design elements. As a senior mobile app project manager, in charge of developing over 10 apps, I totally understand this dilemma.
During the developing process, if we encounter some unexpected error, we would sacrifice the application’s optimization time period to fix this bug instead. In the end, for small companies like us, we never have enough time and resources to properly build an iPhone app that follows each and every design guidelines; if the application launch date is non-negotiable, I would always put the app’s content & functionality before it’s UI & UX.
I think this problem would always exist, one way or the other. In the end, it all depends on what matters the most for this mobile application: content & functionality or brand recognition & brand awareness?